869 lines
23 KiB
C++
869 lines
23 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "CombatComponent.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Blaster/Weapon/Shotgun.h"
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#include "Blaster/Weapon/Weapon.h"
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#include "Camera/CameraComponent.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Net/UnrealNetwork.h"
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UCombatComponent::UCombatComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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BaseWalkSpeed = 600.f;
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AimWalkSpeed = 350.f;
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}
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void UCombatComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UCombatComponent, EquippedWeapon);
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DOREPLIFETIME(UCombatComponent, SecondaryWeapon);
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DOREPLIFETIME(UCombatComponent, bAiming);
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DOREPLIFETIME_CONDITION(UCombatComponent, CarriedAmmo, COND_OwnerOnly);
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DOREPLIFETIME(UCombatComponent, CombatState);
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DOREPLIFETIME(UCombatComponent, Grenades);
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}
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void UCombatComponent::ShotgunShellReload()
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{
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if (Character && Character->HasAuthority())
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{
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UpdateShotgunAmmoValues();
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}
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}
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void UCombatComponent::PickupAmmo(EWeaponType WeaponType, int32 AmmoAmount)
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{
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if (CarriedAmmoMap.Contains(WeaponType))
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{
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CarriedAmmoMap[WeaponType] = FMath::Clamp(CarriedAmmoMap[WeaponType] + AmmoAmount, 0, MaxCarriedAmmo);
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UpdateCarriedAmmo();
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}
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if (EquippedWeapon && EquippedWeapon->IsEmpty() && EquippedWeapon->GetWeaponType() == WeaponType)
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{
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Reload();
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}
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}
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void UCombatComponent::BeginPlay()
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{
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Super::BeginPlay();
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if (Character)
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{
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Character->GetCharacterMovement()->MaxWalkSpeed = BaseWalkSpeed;
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if (Character->GetFollowCamera())
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{
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DefaultFOV = Character->GetFollowCamera()->FieldOfView;
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CurrentFOV = DefaultFOV;
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}
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if (Character->HasAuthority())
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{
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InitializeCarriedAmmo();
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}
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}
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}
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void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (Character && Character->IsLocallyControlled())
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{
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FHitResult HitResult;
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TraceUnderCrosshairs(HitResult);
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HitTarget = HitResult.ImpactPoint;
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SetHUDCrosshairs(DeltaTime);
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InterpFOV(DeltaTime);
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}
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}
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void UCombatComponent::FireButtonPressed(bool bPressed)
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{
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bFireButtonPressed = bPressed;
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if (bFireButtonPressed)
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{
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Fire();
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}
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}
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void UCombatComponent::Fire()
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{
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if (CanFire())
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{
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bCanFire = false;
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if (EquippedWeapon)
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{
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CrosshairShootingFactor = .75f;
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switch (EquippedWeapon->FireType)
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{
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case EFireType::EFT_HitScan:
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FireHitScanWeapon();
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break;
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case EFireType::EFT_Projectile:
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FireProjectileWeapon();
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break;
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case EFireType::EFT_Shotgun:
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FireShotgun();
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break;
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}
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}
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StartFireTimer();
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}
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}
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void UCombatComponent::FireProjectileWeapon()
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{
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if (EquippedWeapon && Character)
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{
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HitTarget = EquippedWeapon->bUseScatter ? EquippedWeapon->TraceEndWithScatter(HitTarget) : HitTarget;
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if (!Character->HasAuthority()) LocalFire(HitTarget);
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ServerFire(HitTarget, EquippedWeapon->FireDelay);
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}
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}
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void UCombatComponent::FireHitScanWeapon()
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{
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if (EquippedWeapon && Character)
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{
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HitTarget = EquippedWeapon->bUseScatter ? EquippedWeapon->TraceEndWithScatter(HitTarget) : HitTarget;
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if (!Character->HasAuthority()) LocalFire(HitTarget);
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ServerFire(HitTarget, EquippedWeapon->FireDelay);
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}
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}
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void UCombatComponent::FireShotgun()
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{
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AShotgun* Shotgun = Cast<AShotgun>(EquippedWeapon);
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if (Shotgun && Character)
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{
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TArray<FVector_NetQuantize> HitTargets;
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Shotgun->ShotgunTraceEndWithScatter(HitTarget, HitTargets);
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if (!Character->HasAuthority()) ShotgunLocalFire(HitTargets);
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ServerShotgunFire(HitTargets, EquippedWeapon->FireDelay);
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}
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}
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void UCombatComponent::StartFireTimer()
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{
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if (EquippedWeapon == nullptr || Character == nullptr) return;
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Character->GetWorldTimerManager().SetTimer(
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FireTimer,
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this,
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&UCombatComponent::FireTimerFinished,
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EquippedWeapon->FireDelay
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);
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}
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void UCombatComponent::FireTimerFinished()
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{
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if (EquippedWeapon == nullptr) return;
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bCanFire = true;
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if (bFireButtonPressed && EquippedWeapon->bAutomatic)
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{
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Fire();
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}
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ReloadEmptyWeapon();
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}
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void UCombatComponent::ServerFire_Implementation(const FVector_NetQuantize& TraceHitTarget, float FireDelay)
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{
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MulticastFire(TraceHitTarget);
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}
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bool UCombatComponent::ServerFire_Validate(const FVector_NetQuantize& TraceHitTarget, float FireDelay)
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{
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if (EquippedWeapon == nullptr) return true;
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return FMath::IsNearlyEqual(EquippedWeapon->FireDelay, FireDelay, 0.001f);
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}
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void UCombatComponent::MulticastFire_Implementation(const FVector_NetQuantize& TraceHitTarget)
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{
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if (Character && Character->IsLocallyControlled() && !Character->HasAuthority()) return;
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LocalFire(TraceHitTarget);
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}
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void UCombatComponent::ServerShotgunFire_Implementation(const TArray<FVector_NetQuantize>& TraceHitTargets, float FireDelay)
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{
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MulticastShotgunFire(TraceHitTargets);
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}
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bool UCombatComponent::ServerShotgunFire_Validate(const TArray<FVector_NetQuantize>& TraceHitTargets, float FireDelay)
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{
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if (EquippedWeapon == nullptr) return true;
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return FMath::IsNearlyEqual(EquippedWeapon->FireDelay, FireDelay, 0.001f);
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}
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void UCombatComponent::MulticastShotgunFire_Implementation(const TArray<FVector_NetQuantize>& TraceHitTargets)
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{
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if (Character && Character->IsLocallyControlled() && !Character->HasAuthority()) return;
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ShotgunLocalFire(TraceHitTargets);
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}
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void UCombatComponent::LocalFire(const FVector_NetQuantize& TraceHitTarget)
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{
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if (EquippedWeapon == nullptr) return;
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if (Character && CombatState == ECombatState::ECS_Unoccupied)
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{
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Character->PlayFireMontage(bAiming);
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EquippedWeapon->Fire(TraceHitTarget);
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}
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}
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void UCombatComponent::ShotgunLocalFire(const TArray<FVector_NetQuantize>& TraceHitTargets)
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{
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AShotgun* Shotgun = Cast<AShotgun>(EquippedWeapon);
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if (Shotgun == nullptr || Character == nullptr) return;
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if (CombatState == ECombatState::ECS_Reloading || CombatState == ECombatState::ECS_Unoccupied)
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{
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bLocallyReloading = false;
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Character->PlayFireMontage(bAiming);
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Shotgun->FireShotgun(TraceHitTargets);
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CombatState = ECombatState::ECS_Unoccupied;
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}
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}
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void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)
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{
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if (Character == nullptr || WeaponToEquip == nullptr) return;
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if (CombatState != ECombatState::ECS_Unoccupied) return;
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if (EquippedWeapon != nullptr && SecondaryWeapon == nullptr)
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{
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EquipSecondaryWeapon(WeaponToEquip);
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}
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else
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{
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EquipPrimaryWeapon(WeaponToEquip);
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}
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Character->GetCharacterMovement()->bOrientRotationToMovement = false;
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Character->bUseControllerRotationYaw = true;
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}
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void UCombatComponent::SwapWeapons()
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{
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if (CombatState != ECombatState::ECS_Unoccupied || Character == nullptr || !Character->HasAuthority()) return;
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Character->PlaySwapMontage();
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CombatState = ECombatState::ECS_SwappingWeapons;
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Character->bFinishedSwapping = false;
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if (SecondaryWeapon) SecondaryWeapon->EnableCustomDepth(false);
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}
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void UCombatComponent::EquipPrimaryWeapon(AWeapon* WeaponToEquip)
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{
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if (WeaponToEquip == nullptr) return;
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DropEquippedWeapon();
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EquippedWeapon = WeaponToEquip;
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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AttachActorToRightHand(EquippedWeapon);
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EquippedWeapon->SetOwner(Character);
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EquippedWeapon->SetHUDAmmo();
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UpdateCarriedAmmo();
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PlayEquipWeaponSound(WeaponToEquip);
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ReloadEmptyWeapon();
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}
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void UCombatComponent::EquipSecondaryWeapon(AWeapon* WeaponToEquip)
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{
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if (WeaponToEquip == nullptr) return;
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SecondaryWeapon = WeaponToEquip;
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SecondaryWeapon->SetWeaponState(EWeaponState::EWS_EquippedSecondary);
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AttachActorToBackpack(WeaponToEquip);
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PlayEquipWeaponSound(WeaponToEquip);
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SecondaryWeapon->SetOwner(Character);
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}
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void UCombatComponent::OnRep_Aiming()
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{
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if (Character && Character->IsLocallyControlled())
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{
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bAiming = bAimButtonPressed;
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}
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}
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void UCombatComponent::DropEquippedWeapon()
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{
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if (EquippedWeapon)
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{
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EquippedWeapon->Dropped();
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}
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}
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void UCombatComponent::AttachActorToRightHand(AActor* ActorToAttach)
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{
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if (Character == nullptr || Character->GetMesh() == nullptr || ActorToAttach == nullptr) return;
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(FName("RightHandSocket"));
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if (HandSocket)
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{
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HandSocket->AttachActor(ActorToAttach, Character->GetMesh());
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}
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}
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void UCombatComponent::AttachActorToLeftHand(AActor* ActorToAttach)
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{
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if (Character == nullptr || Character->GetMesh() == nullptr || ActorToAttach == nullptr || EquippedWeapon == nullptr) return;
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bool bUsePistolSocket = EquippedWeapon->IsPistol() || EquippedWeapon->IsSMG();
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FName SocketName = bUsePistolSocket ? FName("LeftHandPistolSocket") : FName("LeftHandSocket");
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const USkeletalMeshSocket* HandSocket = Character->GetMesh()->GetSocketByName(SocketName);
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if (HandSocket)
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{
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HandSocket->AttachActor(ActorToAttach, Character->GetMesh());
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}
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}
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void UCombatComponent::AttachActorToBackpack(AActor* ActorToAttach)
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{
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if (Character == nullptr || Character->GetMesh() == nullptr || ActorToAttach == nullptr) return;
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const USkeletalMeshSocket* BackpackSocket = Character->GetMesh()->GetSocketByName(FName("BackpackSocket"));
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if (BackpackSocket)
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{
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BackpackSocket->AttachActor(ActorToAttach, Character->GetMesh());
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}
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}
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void UCombatComponent::UpdateCarriedAmmo()
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{
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if (EquippedWeapon == nullptr) return;
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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}
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDCarriedAmmo(CarriedAmmo);
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}
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}
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void UCombatComponent::PlayEquipWeaponSound(const AWeapon* WeaponToEquip)
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{
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if (Character && WeaponToEquip && WeaponToEquip->EquipSound)
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{
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UGameplayStatics::PlaySoundAtLocation(
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this,
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WeaponToEquip->EquipSound,
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Character->GetActorLocation()
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);
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}
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}
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void UCombatComponent::ReloadEmptyWeapon()
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{
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if (EquippedWeapon && EquippedWeapon->IsEmpty())
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{
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Reload();
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}
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}
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void UCombatComponent::Reload()
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{
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if (CarriedAmmo > 0 && CombatState == ECombatState::ECS_Unoccupied && EquippedWeapon && !EquippedWeapon->IsFull() && !bLocallyReloading)
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{
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ServerReload();
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HandleReload();
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bLocallyReloading = true;
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}
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}
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void UCombatComponent::ServerReload_Implementation()
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{
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if (Character == nullptr || EquippedWeapon == nullptr) return;
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// return if weapon mag is at max capacity
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if (EquippedWeapon->GetAmmo() == EquippedWeapon->GetMagCapacity()) return;
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CombatState = ECombatState::ECS_Reloading;
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if (!Character->IsLocallyControlled()) HandleReload();
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}
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void UCombatComponent::FinishedReloading()
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{
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if (Character == nullptr) return;
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bLocallyReloading = false;
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if (Character->HasAuthority())
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{
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CombatState = ECombatState::ECS_Unoccupied;
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UpdateAmmoValues();
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}
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if (bFireButtonPressed)
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{
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Fire();
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}
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}
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void UCombatComponent::FinishedSwap()
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{
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if (Character && Character->HasAuthority())
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{
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CombatState = ECombatState::ECS_Unoccupied;
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}
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if (Character) Character->bFinishedSwapping = true;
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if (SecondaryWeapon) SecondaryWeapon->EnableCustomDepth(true);
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}
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void UCombatComponent::FinishedSwapAttachWeapons()
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{
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PlayEquipWeaponSound(SecondaryWeapon);
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if (Character == nullptr || !Character->HasAuthority()) return;
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AWeapon* TempWeapon = EquippedWeapon;
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EquippedWeapon = SecondaryWeapon;
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SecondaryWeapon = TempWeapon;
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EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
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AttachActorToRightHand(EquippedWeapon);
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EquippedWeapon->SetHUDAmmo();
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UpdateCarriedAmmo();
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SecondaryWeapon->SetWeaponState(EWeaponState::EWS_EquippedSecondary);
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AttachActorToBackpack(SecondaryWeapon);
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}
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void UCombatComponent::DropWeapons()
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{
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if (EquippedWeapon) EquippedWeapon->Dropped();
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if (SecondaryWeapon) SecondaryWeapon->Dropped();
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}
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void UCombatComponent::UpdateAmmoValues()
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{
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if (Character == nullptr || EquippedWeapon == nullptr) return;
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int32 ReloadAmount = AmountToReload();
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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CarriedAmmoMap[EquippedWeapon->GetWeaponType()] -= ReloadAmount;
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CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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}
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDCarriedAmmo(CarriedAmmo);
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}
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EquippedWeapon->AddAmmo(ReloadAmount);
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}
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void UCombatComponent::UpdateShotgunAmmoValues()
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{
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if (Character == nullptr || EquippedWeapon == nullptr) return;
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if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
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{
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CarriedAmmoMap[EquippedWeapon->GetWeaponType()] -= 1;
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CarriedAmmo = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
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}
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Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
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if (Controller)
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{
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Controller->SetHUDCarriedAmmo(CarriedAmmo);
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}
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EquippedWeapon->AddAmmo(1);
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bCanFire = true;
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if (EquippedWeapon->IsFull() || CarriedAmmo == 0)
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{
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JumpToShotgunEnd();
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}
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}
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void UCombatComponent::OnRep_Grenades()
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{
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UpdateHUDGrenades();
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}
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void UCombatComponent::JumpToShotgunEnd()
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{
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// Jump to ShotgunEnd section
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UAnimInstance* AnimInstance = Character->GetMesh()->GetAnimInstance();
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if (AnimInstance && Character->GetReloadMontage())
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{
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AnimInstance->Montage_JumpToSection(FName("ShotgunEnd"));
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}
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}
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void UCombatComponent::ThrowGrenadeFinished()
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{
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CombatState = ECombatState::ECS_Unoccupied;
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AttachActorToRightHand(EquippedWeapon);
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}
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void UCombatComponent::LaunchGrenade()
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{
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ShowAttachedGrenade(false);
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if (Character && Character->IsLocallyControlled())
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{
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ServerLaunchGrenade(HitTarget);
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}
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}
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void UCombatComponent::ServerLaunchGrenade_Implementation(const FVector_NetQuantize& Target)
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{
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if (Character && GrenadeClass && Character->GetAttachedGrenade())
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{
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const FVector StartingLocation = Character->GetAttachedGrenade()->GetComponentLocation();
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FVector ToTarget = Target - StartingLocation;
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = Character;
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SpawnParams.Instigator = Character;
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UWorld* World = GetWorld();
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if (World)
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{
|
|
World->SpawnActor<AProjectile>(
|
|
GrenadeClass,
|
|
StartingLocation + 10.f,
|
|
ToTarget.Rotation(),
|
|
SpawnParams
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::OnRep_CombatState()
|
|
{
|
|
switch (CombatState)
|
|
{
|
|
case ECombatState::ECS_Reloading:
|
|
if (Character && !Character->IsLocallyControlled()) HandleReload();
|
|
break;
|
|
case ECombatState::ECS_Unoccupied:
|
|
if (bFireButtonPressed)
|
|
{
|
|
Fire();
|
|
}
|
|
break;
|
|
case ECombatState::ECS_ThrowingGrenade:
|
|
if (Character && !Character->IsLocallyControlled())
|
|
{
|
|
Character->PlayThrowGrenadeMontage();
|
|
AttachActorToLeftHand(EquippedWeapon);
|
|
ShowAttachedGrenade(true);
|
|
}
|
|
break;
|
|
case ECombatState::ECS_SwappingWeapons:
|
|
if (Character && !Character->IsLocallyControlled())
|
|
{
|
|
Character->PlaySwapMontage();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::HandleReload()
|
|
{
|
|
if (Character)
|
|
{
|
|
Character->PlayReloadMontage();
|
|
}
|
|
}
|
|
|
|
int32 UCombatComponent::AmountToReload()
|
|
{
|
|
if (EquippedWeapon == nullptr) return 0;
|
|
int32 RoomInMag = EquippedWeapon->GetMagCapacity() - EquippedWeapon->GetAmmo();
|
|
|
|
if (CarriedAmmoMap.Contains(EquippedWeapon->GetWeaponType()))
|
|
{
|
|
int32 AmountCarried = CarriedAmmoMap[EquippedWeapon->GetWeaponType()];
|
|
int32 Least = FMath::Min(RoomInMag, AmountCarried);
|
|
return FMath::Clamp(RoomInMag, 0, Least);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void UCombatComponent::ThrowGrenade()
|
|
{
|
|
if (Grenades == 0) return;
|
|
if (CombatState != ECombatState::ECS_Unoccupied || EquippedWeapon == nullptr) return;
|
|
CombatState = ECombatState::ECS_ThrowingGrenade;
|
|
if (Character)
|
|
{
|
|
Character->PlayThrowGrenadeMontage();
|
|
AttachActorToLeftHand(EquippedWeapon);
|
|
ShowAttachedGrenade(true);
|
|
}
|
|
if (Character && !Character->HasAuthority())
|
|
{
|
|
ServerThrowGrenade();
|
|
}
|
|
if (Character && Character->HasAuthority())
|
|
{
|
|
Grenades = FMath::Clamp(Grenades -1, 0, MaxGrenades);
|
|
UpdateHUDGrenades();
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::ServerThrowGrenade_Implementation()
|
|
{
|
|
if (Grenades == 0) return;
|
|
CombatState = ECombatState::ECS_ThrowingGrenade;
|
|
if (Character)
|
|
{
|
|
Character->PlayThrowGrenadeMontage();
|
|
AttachActorToLeftHand(EquippedWeapon);
|
|
ShowAttachedGrenade(true);
|
|
}
|
|
Grenades = FMath::Clamp(Grenades -1, 0, MaxGrenades);
|
|
UpdateHUDGrenades();
|
|
}
|
|
|
|
void UCombatComponent::UpdateHUDGrenades()
|
|
{
|
|
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
|
|
if (Controller)
|
|
{
|
|
Controller->SetHUDGrenades(Grenades);
|
|
}
|
|
}
|
|
|
|
bool UCombatComponent::ShouldSwapWeapons()
|
|
{
|
|
return EquippedWeapon != nullptr && SecondaryWeapon != nullptr;
|
|
}
|
|
|
|
void UCombatComponent::ShowAttachedGrenade(bool bShowGrenade)
|
|
{
|
|
if (Character && Character->GetAttachedGrenade())
|
|
{
|
|
Character->GetAttachedGrenade()->SetVisibility(bShowGrenade);
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::OnRep_EquippedWeapon()
|
|
{
|
|
if (EquippedWeapon && Character)
|
|
{
|
|
EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);
|
|
AttachActorToRightHand(EquippedWeapon);
|
|
Character->GetCharacterMovement()->bOrientRotationToMovement = false;
|
|
Character->bUseControllerRotationYaw = true;
|
|
PlayEquipWeaponSound(EquippedWeapon);
|
|
EquippedWeapon->EnableCustomDepth(false);
|
|
EquippedWeapon->SetHUDAmmo();
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::OnRep_SecondaryWeapon()
|
|
{
|
|
if (SecondaryWeapon && Character)
|
|
{
|
|
SecondaryWeapon->SetWeaponState(EWeaponState::EWS_EquippedSecondary);
|
|
AttachActorToBackpack(SecondaryWeapon);
|
|
PlayEquipWeaponSound(EquippedWeapon);
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::TraceUnderCrosshairs(FHitResult& TraceHitResult)
|
|
{
|
|
FVector2D ViewportSize;
|
|
if (GEngine && GEngine->GameViewport)
|
|
{
|
|
GEngine->GameViewport->GetViewportSize(ViewportSize);
|
|
}
|
|
|
|
FVector2D CrosshairLocation(ViewportSize.X / 2.f, ViewportSize.Y / 2.f);
|
|
FVector CrosshairWorldPosition;
|
|
FVector CrosshairWorldDirection;
|
|
bool bScreenToWorld = UGameplayStatics::DeprojectScreenToWorld(
|
|
UGameplayStatics::GetPlayerController(this, 0),
|
|
CrosshairLocation,
|
|
CrosshairWorldPosition,
|
|
CrosshairWorldDirection
|
|
);
|
|
|
|
if (bScreenToWorld)
|
|
{
|
|
FVector Start = CrosshairWorldPosition;
|
|
|
|
if (Character)
|
|
{
|
|
float DistanceToCharacter = (Character->GetActorLocation() - Start).Size();
|
|
Start += CrosshairWorldDirection * (DistanceToCharacter + 100.f);
|
|
}
|
|
|
|
FVector End = Start + CrosshairWorldDirection * TRACE_LENGTH;
|
|
|
|
GetWorld()->LineTraceSingleByChannel(
|
|
TraceHitResult,
|
|
Start,
|
|
End,
|
|
ECollisionChannel::ECC_Visibility
|
|
);
|
|
if (TraceHitResult.GetActor() && TraceHitResult.GetActor()->Implements<UInteractWithCrosshairInterface>())
|
|
{
|
|
HUDPackage.CrosshairsColor = FLinearColor::Red;
|
|
}
|
|
else
|
|
{
|
|
HUDPackage.CrosshairsColor = FLinearColor::White;
|
|
}
|
|
|
|
if (!TraceHitResult.bBlockingHit) TraceHitResult.ImpactPoint = End;
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::SetHUDCrosshairs(float DeltaTime)
|
|
{
|
|
if (Character == nullptr || Character->Controller == nullptr) return;
|
|
|
|
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
|
|
if (Controller)
|
|
{
|
|
HUD = HUD == nullptr ? Cast<ABlasterHUD>(Controller->GetHUD()) : HUD;
|
|
if (HUD)
|
|
{
|
|
if (EquippedWeapon)
|
|
{
|
|
HUDPackage.CrosshairsCenter = EquippedWeapon->CrosshairsCenter;
|
|
HUDPackage.CrosshairsLeft = EquippedWeapon->CrosshairsLeft;
|
|
HUDPackage.CrosshairsRight = EquippedWeapon->CrosshairsRight;
|
|
HUDPackage.CrosshairsBottom = EquippedWeapon->CrosshairsBottom;
|
|
HUDPackage.CrosshairsTop = EquippedWeapon->CrosshairsTop;
|
|
}
|
|
else
|
|
{
|
|
HUDPackage.CrosshairsCenter = nullptr;
|
|
HUDPackage.CrosshairsLeft = nullptr;
|
|
HUDPackage.CrosshairsRight = nullptr;
|
|
HUDPackage.CrosshairsBottom = nullptr;
|
|
HUDPackage.CrosshairsTop = nullptr;
|
|
}
|
|
// Calculate crosshair spread
|
|
|
|
// [0, 600] -> [0, 1]
|
|
FVector2D WalkSpeedRange(0.f, Character->GetCharacterMovement()->MaxWalkSpeed);
|
|
FVector2D VelocityMultiplierRange(0.f, 1.f);
|
|
FVector Velocity = Character->GetVelocity();
|
|
Velocity.Z = 0.f;
|
|
|
|
CrosshairVelocityFactor = FMath::GetMappedRangeValueClamped(WalkSpeedRange, VelocityMultiplierRange, Velocity.Size());
|
|
|
|
if (Character->GetCharacterMovement()->IsFalling())
|
|
{
|
|
CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 2.25f, DeltaTime, 2.25f);
|
|
}
|
|
else
|
|
{
|
|
CrosshairInAirFactor = FMath::FInterpTo(CrosshairInAirFactor, 0.f, DeltaTime, 30.f);
|
|
}
|
|
|
|
if (bAiming)
|
|
{
|
|
CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.58f, DeltaTime, 30.f);
|
|
}
|
|
else
|
|
{
|
|
CrosshairAimFactor = FMath::FInterpTo(CrosshairAimFactor, 0.f, DeltaTime, 30.f);
|
|
}
|
|
|
|
CrosshairShootingFactor = FMath::FInterpTo(CrosshairShootingFactor, 0.f, DeltaTime, 40.f);
|
|
|
|
HUDPackage.CrosshairSpread =
|
|
0.5f +
|
|
CrosshairVelocityFactor +
|
|
CrosshairInAirFactor -
|
|
CrosshairAimFactor +
|
|
CrosshairShootingFactor;
|
|
|
|
HUD->SetHUDPackage(HUDPackage);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::InterpFOV(float DeltaTime)
|
|
{
|
|
if (EquippedWeapon == nullptr) return;
|
|
|
|
if (bAiming)
|
|
{
|
|
CurrentFOV = FMath::FInterpTo(CurrentFOV, EquippedWeapon->GetZoomedFOV(), DeltaTime, EquippedWeapon->GetZoomInterpSpeed());
|
|
}
|
|
else
|
|
{
|
|
CurrentFOV = FMath::FInterpTo(CurrentFOV, DefaultFOV, DeltaTime, ZoomInterpSpeed);
|
|
}
|
|
if (Character && Character->GetFollowCamera())
|
|
{
|
|
Character->GetFollowCamera()->SetFieldOfView(CurrentFOV);
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::SetAiming(bool bIsAiming)
|
|
{
|
|
if (Character == nullptr || EquippedWeapon == nullptr) return;
|
|
bAiming = bIsAiming;
|
|
ServerSetAiming(bIsAiming);
|
|
if (Character)
|
|
{
|
|
Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
|
|
}
|
|
if (Character->IsLocallyControlled() && EquippedWeapon->IsSniper())
|
|
{
|
|
Character->ShowSniperScopeWidget(bIsAiming);
|
|
}
|
|
if (Character->IsLocallyControlled()) bAimButtonPressed = bIsAiming;
|
|
}
|
|
|
|
void UCombatComponent::ServerSetAiming_Implementation(bool bIsAiming)
|
|
{
|
|
bAiming = bIsAiming;
|
|
if (Character)
|
|
{
|
|
Character->GetCharacterMovement()->MaxWalkSpeed = bIsAiming ? AimWalkSpeed : BaseWalkSpeed;
|
|
}
|
|
}
|
|
|
|
bool UCombatComponent::CanFire()
|
|
{
|
|
if (EquippedWeapon == nullptr) return false;
|
|
if (EquippedWeapon->IsEmpty()) return false;
|
|
if (!bCanFire) return false;
|
|
if (CombatState == ECombatState::ECS_Reloading && EquippedWeapon->GetWeaponType() == EWeaponType::EWT_Shotgun) return true;
|
|
if (bLocallyReloading) return false;
|
|
return CombatState == ECombatState::ECS_Unoccupied;
|
|
}
|
|
|
|
void UCombatComponent::OnRep_CarriedAmmo()
|
|
{
|
|
if (Character == nullptr) return;
|
|
|
|
Controller = Controller == nullptr ? Cast<ABlasterPlayerController>(Character->Controller) : Controller;
|
|
if (Controller)
|
|
{
|
|
Controller->SetHUDCarriedAmmo(CarriedAmmo);
|
|
}
|
|
bool bJumpToShotgunEnd = CombatState == ECombatState::ECS_Reloading &&
|
|
EquippedWeapon != nullptr &&
|
|
EquippedWeapon->GetWeaponType() == EWeaponType::EWT_Shotgun &&
|
|
CarriedAmmo == 0;
|
|
|
|
if (bJumpToShotgunEnd)
|
|
{
|
|
JumpToShotgunEnd();
|
|
}
|
|
}
|
|
|
|
void UCombatComponent::InitializeCarriedAmmo()
|
|
{
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_AssaultRifle, StartingARAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_RocketLauncher, StartingRocketAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_Pistol, StartingPistolAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_SubmachineGun, StartingSMGAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_Shotgun, StartingShotgunAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_SniperRifle, StartingSniperAmmo);
|
|
CarriedAmmoMap.Emplace(EWeaponType::EWT_GrenadeLauncher, StartingGrenadeLauncherAmmo);
|
|
}
|